Successful Case Studies
Games like TLOU Part 2 by Naughty Dog and Diablo IV by Blizzard have received highly positive reviews for their advanced accessibility features. In TLOU Part 2, developers provided over 60 fully customizable options for vision-impaired, motor-impaired, and hearing-impaired players. The access features for blind players went viral when the YouTuber Steve Saylor reviewed the game on his channel and broke down in tears while talking about the game’s accessibility options, such as audio description, sound cues, high contrast, and auto-aim.
Blizzard developers also poured all their hearts into the most recent accessibility features for Diablo IV, as can be seen in the video that they posted for Global Accessibility Awareness Day 2025. In the video, they explained how developers, engineers, quality assurance (QA) teams, and sound designers collaborated to create a seamless experience to support players with low vision and motor impairments. One of the highlights was the Audio Navigation Assistance feature, which provides audio cues to help players navigate the map of Sanctuary.
Sound Design for Street Fighter 6
For this article, we were lucky to have access to the Capcom audio design team, which was involved in the accessibility strategy for Street Fighter 6. We spoke with Kakunoshin Atsumi, audio director for Street Fighter 6, who was responsible for overseeing the overall direction of the sound and balancing the audio elements, and Yoshinori Koike, who worked as the game’s audio producer.
They had not planned to include advanced accessibility features from the beginning, but a letter sent by a blind user motivated them to dig deeper and understand how they could provide a better experience for blind and low-vision users. The blind player wrote, “The sound effects are well done, so I enjoy playing Street Fighter V. However, for example, the sound when a character jumps forward and backward is the same, making it difficult for me to grasp their position.” Other users also reported that it was hard to grasp positional relationships and the distance to the opponent.
This feedback motivated Capcom’s team to create a sound strategy that could account for the needs of blind users. They started by creating a prototype to express a sense of distance through sound based on the feedback that they received and their own intuition on how this feature could work. However, they soon realized their own limitations in coming up with a solution, as they were mainly relying on visual cues. They decided to reach out to ePARA, an organization involved in barrier-free esports, and began a co-creative collaboration.
The co-creation with experts and users exceeded the team’s expectations, and the access feature expanded beyond their initial prototype. Then, the team implemented an iterative process of building features, getting feedback from users, and making improvements to design a seamless UX. This helped the team understand the importance of collaborating with accessibility experts and users to avoid any blind spots in the design of access services.
The Capcom team has since received positive feedback from players around the world — as well as further ideas to keep improving the game — which highlights the importance of accessibility and confirms that it does not go unnoticed. This is a perfect example of how user-centric design is crucial to developing meaningful, accessible experiences for all. Kudos to Capcom for listening to their players and caring about creating a more inclusive industry!
Future Outlook for Game Accessibility
Game accessibility is burgeoning and hopefully will continue to do so, as more developers follow suit and start to include accessibility features in their games. Accessible game design, which incorporates accessibility from the design stage, should be promoted to seamlessly integrate adaptable interfaces, inclusive design, and adaptive hardware or software from the outset. This requires embedding accessibility across departments like design, marketing, and QA while gathering feedback from diverse player communities. In addition, accessibility solutions should be supported and localized into different languages, and not be only available in the English versions of games, as is often the case.
Generative artificial intelligence (AI) can contribute to increased accessibility, as it can enable real-time adaptation of gameplay to users’ needs. AI can analyze a player’s preferences, abilities, and needs and adjust the interface, content, and features of games to enhance accessibility and usability for players with disabilities. This can benefit younger, older, novice, and differently abled players and provide them with an engaging and immersive game experience that matches their needs and preferences.
Also, AI can help create descriptions of in-game images and scenes in real time and deliver them through speech synthesis, providing dynamic audio descriptions that would improve visual game accessibility. Or it can be used to develop advanced chatbots that can answer real-time queries from users, taking into account their progress and helping them overcome difficult challenges.
It is also important to have a diverse workforce in games to create more inclusive experiences. Think about Netflix and content creators, how they have been updating their stories to cater to the tastes of a more diverse fan base, but at a mainstream level — not just niche, indie movies and shows. Games should do the same. There should be more people from diverse backgrounds working in the gaming industry as consultants, developers, or accessibility testers to ensure that no gamer is left behind.
Finally, legislation could play a key role in promoting game accessibility in the future. For example, the American 21st Century Communications and Video Accessibility Act and the European Accessibility Act state that all communication technologies and digital services should be accessible, so games that include communication features should be made accessible. We hope that, with time, legislation can contribute to setting minimum accessibility standards, like adding subtitles, AD, remapping controls, and more, as has happened for other media, such as television, cinema, and streaming platforms. Additionally, governments can provide grants, tax breaks, or funding programs to support research and innovation in accessible game design.
We look forward to a future in which game accessibility continues to thrive, no barrier stands between players and play, and games are truly for everyone.